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The Lobster Master wrote:
@vayelan, what was HN2020's nickname (eg, Rex, Wolffe, Fives, Droidbait, etc)?

His squadmates called him Hindsight, his "wife" calls him Henri.


Here's my character submission: Dara Foss, a girl raised in isolation aboard an abandoned space station and ignorant of the galaxy.

Background:
Dara’s birth was a testament to the chaos of the Clone Wars. Her parents were both assigned to a space station in the Drongar system in the Outer Rim. Her mother was Dr. Andan Foss, a Republic xenobotanist researching bota and its miraculous medicinal effects. Her father was HN2020, a clone trooper serving as security aboard the station. During a battle against Separatist forces, the station was badly damaged and its personnel were forced to evacuate. Dr. Foss and HN2020 never made it, and they were counted as lost with the facility.

In truth, they both survived aboard the station, which remained barely intact. The communications equipment was destroyed, leaving no chance to contact help, and with the tumult of the Clone Wars and the rise of the Empire, they were forgotten. It was not long before Dara was born, giving her parents another reason to survive. Her mother passed along an education in life sciences, while her father tried to “make a commando” out of her.

While en route to Mon Cala, the Imperial Star Destroyer Deception detects the still operational station and takes the family into custody, splitting Dara from her parents and uprooting her entire world.

Six Questions:

1) Tell me a memory, something unrelated to their main backstory
Dara’s earliest memory is chasing a Drongarian butterfly through the aeroponics bay. She slipped on a puddle and hit her head on a storage cabinet. She can hardly forget this memory: she still has the scar on the side of her head.

2) What's a talent, unrelated to their class abilities?
She can walk on her hands. Life aboard the station came with long, empty hours to fill, so Dara made up lots of games and physical activities. Handstands, and eventually walking on her hands, was one of the first she started with and became a longstanding favorite of hers.

3) A personality quirk?
As a result of her isolation, she is quite socially inept. For example, she does not understand sarcasm, and some figures of speech confuse her. Furthermore, having never been exposed to non-humans, she tends to gawk at them.

4) Distinguishing physical feature?
Dara has a cleft lip. While this would have been effortlessly corrected at birth on almost any settled planet, her parents lacked the medical supplies and expertise to do so on the station. However, the cleft does not extend to her palate or nasal cavity, thus sparing her from health complications.

5) A goal, short or long term?
Dara’s immediate goal is to be reunited with her parents, whom she was separated from when they were taken into Imperial custody. Having been utterly isolated for her entire life, she knows nothing about the Republic’s fall, the Galactic Empire, or any of the chaos that has swept her up. Her parents stand as the only point of stability she can count on, so she is desperate to find them.

Although she is currently too frightened to think too deeply about it, now that the galaxy has been opened to her, she is very curious about life outside the station. A billion formless questions have begun to flare in her mind like new stars, and in the long term she would like to explore this seemingly infinite expanse of worlds and people.

6) Why were they arrested and brought aboard the Deception? What reason could the Imperials have for being so sure that the PC is a member of the Rebellion?
Her parents, by virtue of being holdovers from the Republic, were automatically dangerous characters as far as the Imperial officers were concerned. Additionally, her mother’s research into bota - as well as her non-mutated samples of the plant - were of particular interest to the Empire. As for Dara, as an urchin of no worth, she is kept in indefinite lockup.

Mechanics:
Dara Foss
Human Scout 1

Age: 17

Str 12
Dex 12
Con 13
Int 14
Wis 14
Cha 8

Size: Medium
Speed: 6 Squares
Languages: Basic, Mando'a, Durese

HP: 25
Force Points: 5

Reflex Defense: 10+1+1+2 = 14
Fortitude Defense: 10+1+1+1 = 13
Will Defense: 10+1+2 = 13

BAB: +0
MAB: +1
RAB: +1

Trained Skills:
Endurance
Mechanics
Jump
Climb
Perception
Knowledge (Life Sciences)
Knowledge (Tactics)
Initiative

Feats:
Shake it Off
Weapon Proficiency (Pistols)
Weapon Proficiency (Rifles)
Weapon Proficiency (Simple Weapons)
Scavenger
Weapon Focus: Blaster Rifle

Talents:
Fringe Savant

Starting Credits:
3d4 ⇒ (3, 3, 3) = 9 x 250 = 2250 credits


Dotting for interest.

The last time I got to play a Star Wars RPG was a long time ago, in an edition far, far away. (Please don't disqualify me because of my bad joke).


Hello, everyone. Your GM contacted me about joining your campaign. I've been hoping to try Starfinder for a while now.

Character-wise, I was thinking of keeping it simple and creating a human mechanic (scholar) from among the colonists to join your adventure.


I'll take the case!

I've bought the first book in the AP, and I'm almost done reading through the Gameplay thread. I just need a bit more time to read through the AP book and review the character backgrounds, and we should be good to go.

I hope you'll find me a good fit as GM.


Against my better judgment, this has sparked my interest.

Although I worry that I have taken on too many campaigns already, and I would have to buy the AP books, I have developed a fond habit for rescuing abandoned campaigns to keep the stories going.

I'm reading over your Gameplay thread to get a sense for the story, the characters, and the tone. I will give it some thought, and I MIGHT be able to step in.
Sorry that I can't be more definite, but as I said, this is an important decision and I want to be sure that I won't be letting my other games suffer for it.


About Me:

About Me
I am in my very early 30s, and I live on the east coast of the United States (so, Eastern Standard Time). I started playing tabletop RPGs back around 1999, getting started with AD&D at the very end of its lifecycle. I really got my start, though, when 3rd Edition debuted soon after. 3e and 3.5e have a special place in my heart, which is why I immediately took a shine to Pathfinder when it was introduced to me.

My PbP Experience
I have about a year's worth of experience with Play by Post. I started here on the Paizo boards, discovering PbP as a great alternative when conflicting schedules all but buried my in-person RPG groups.
Throughout my RPG experience, I've always been the DM or GM. Therefore, I've especially grown fond of PbP because it gives me the chance to be a PC. Admittedly, though, this means I'm still developing my skill at "pushing" the story along as a character.

Dwarf Fortress and Other Games
Dwarf Fortress was always one of those games that I'd heard about, wanted to try, but never managed to find time to check out. I love games that allow you to build something of your own - a town, a stronghold, a kingdom, etc - which is why this campaign premise immediately struck me. I started browsing the information on Dwarf Fortress, and as soon as I read that cats adopt dwarves, rather than the other way around, I was sold.

My Availability
I check my PbP games several times a day because I always look forward to continuing the stories. PbP games have been a wonderful outlet for both my gaming and my writing passions. I am almost always available each day from 3pm (EST) onwards, and I like to post at least once a day.


Dotting


I'm thinking of putting together a bookish spellcaster, playing the "straight man" to the far more boisterous characters.


Sounds fun. Definitely dotting for interest.


1 person marked this as a favorite.

There we go. I submitted my ideas on the Google form.

My character concept is Pip "the Slip" Fenstrad, a halfling satirist and comedian.

Now I just need to settle on whether to make him a Sorcerer with the Maestro bloodline (the option I'm leaning towards) or just go with a Court Bard.


DM Azure_Zero wrote:
vayelan wrote:
DM Azure_Zero wrote:


@vayelan
I'm wondering if you want to run a second group?
since we have 9 submissions so far, which could easily make two groups.

Sure, I'll run a second group.

Should I withdraw my character so we have two groups of 4?

No I was think we'd run on for the other,

I as GM have you as a Player
You as GM have me as a Player

Sounds good.

How closely were you going to follow the printed modules?
I want to know if I should change anything in mine to keep it interesting.


DM Azure_Zero wrote:


@vayelan
I'm wondering if you want to run a second group?
since we have 9 submissions so far, which could easily make two groups.

Sure, I'll run a second group.

Should I withdraw my character so we have two groups of 4?


I'll dot, both as a player and a potential second GM.

DM Azure_Zero wrote:

The game will be 3-5 players, but if their is a lot (20+) of submissions I may open a Second game (another 3-5 players).

Or if GMs are willing to make groups that's fine.

If you end up with enough good submissions for a second group, I'll volunteer to run a game for them.

In the meantime, I'm going to edit one of my characters for submission.


All this talk has me thinking about running a new game, so I wanted to see what people would be interested in playing.

Here's the campaigns I have access to:

  • APs - Rise of the Runelords, Curse of the Crimson Throne, Hell's Rebels
  • Mini-APs - Falcon's Hollow
  • PFS Scenarios - Year of the Sky Key (Season 6)
  • Homebrew - The Blight

    Plus I have an assortment of other modules I could convert and string together.

    Which of these ideas would be more appealing for folks?


  • Good luck to our heroes!


    NPCs: Looks good. Should we post NPC ages if we haven't already?

    XP: I think GM level up/story points may work better to streamline things.

    Posting: At least 1/day, usually most active after 3pm.

    Thank you for organizing everything so well!


    Good luck to our heroes!


    DM Rostam wrote:
    vayelan wrote:
    Theodric Greenvine

    Backstory: Looks good

    Stat Block: Also looks good.

    I didn't find anything wrong and I like the submission. The picnic basket was a good idea.

    I have a question though, is Soria intended to have no mother? I have added in a Tonia Turancross but if her mother is not around I will remove her.

    For some reason I thought we were restricted to just 5 NPCs. I went back and saw that you wrote "at least" 5 NPCs. Oops.

    Tonia sounds like a good addition. Thank you.


    1 person marked this as a favorite.

    Are you guys still looking for a GM? I’ve wanted to run Kingmaker for a while, and I would be interested in helping to continue the story.

    Although I am new to Play by Post, I have many years of experience as a Dungeon Master/Game Master/Storyteller. I have run games for several groups, both in person and via chat rooms. In my GM style, I like to emphasize narrative and enjoying the game rather than strict rules lawyering.

    Professionally, I am a university writing teacher and amateur author with a few published stories, so hopefully I will be able to offer good quality storytelling

    I have started reviewing the campaign notes to catch up. I have read up on the characters’ backstories and personalities, and now I am reading through the gameplay posts to understand nuances to both the campaign and the players’ styles.

    Let me know what concerns you have for me. I may need a day or two to finish catching up on the gameplay log.


    Here's my submission.

    Theodric Greenvine - Human Rogue (Unchained) - Local fletcher who hides that he was once a Molthuni spy.

    Backstory:
    Theodric freely tells his neighbors in Phaendar that he deserted from Molthune, but that is not the whole story. He came to the small town more than six years ago, claiming that he had come from Tamran, swimming ashore after jumping off a ship serving as part of the blockade on Lake Encarthan. According to Theodric, his ship had captured a smuggler who, under torture, spoke of the starvation and terrible conditions the blockade had caused for Nirmathas. This moved Theodric to abandon his post and join the Nirmathi, travelling westward along the Marideth River, eventually leading him to Phaendar.

    He settled into life in the small settlement, taking a spare room above the bakery. Theodric began apprenticing to the bowyer, especially excelling at fletching. He struck up a friendship with Kaleb, a local trapper and fellow deserter from Molthune. Theodric even set upon a budding romance with Soria, daughter of the local apple orchard keeper. However, he’s been keeping a terrible secret from them all.

    When he first came to Phaendar, Theodric was a Molthuni spy. His story was a cover to ingratiate himself with the locals so he could periodically feed information to the Molthune Imperial Army about the movements and readiness of the Nirmathi irregulars and guerillas. However, over the years, the town and people of Phaendar endeared themselves to Theodric. A couple years back, he stopped sending messages to his contacts, hoping they would write him off as discovered and killed.

    His loyalty to Molthune had never been on a solid foundation. Early in his service with the army, he ran afoul of a band of Ironfang Legionnaires looking for trouble. They thrashed the young man to an inch of his life, leaving him for dead on the streets of Korholm. This planted the seeds of dissent in Theodric’s heart, although his silver tongue and charming demeanor kept his superiors from ever suspecting weakness. The stark contrast between the free lifestyle of the Nirmathi and the cruelty of Molthuni’s monstrous Ironfang Legion now ensures that Theodric’s loyalty stands firmly with his new friends and neighbors in Phaendar, but he dreads the day when they may discover his origins and cast him out.

    NPCs:
    Soria Turancross- NG - Human - Commoner - Theodric’s crush - Orchard Tender
    Henric Turancross - LG - Human - Commoner - Soria’s father, beginning to warm to Theodric - Orchard Keeper
    Narsius Delkonsen - N - Human - Expert - Theodric’s employer and craft mentor - Bowyer
    Drulia Wintrish - CG - Human - Expert - rents a room to Theodric, likes to meddle in his life - Baker
    Kaleb Bellarue - CN - Halfling - Warrior - Theodric’s friend - Molthuni deserter turned trapper

    Stats:

    Male Human (Taldan) Rogue – Theodric Greenvine
    Age 28; Height 5' 7"; Weight 170 lbs
    CG Medium humanoid (human)
    Init +4; Senses Perception +4

    DEFENSE
    AC 17, touch 15, flat-footed 12
    Wound Points 20
    Wound Threshold 10
    Vigor Points 8 (1d8)
    Fort +0, Ref +6, Will +0

    OFFENSE
    Speed 30 ft.
    Melee Shortsword +4 (1d6, 19-20/x2), Dagger +4 (1d4, 19-20/x2)
    Ranged Shortbow +4 (1d6, x3) 60 ft, Dagger +4 (1d4, 19-20/x2) 10 ft

    STATISTICS
    Str 10, Dex 18, Con 10, Int 14, Wis 10, Cha 14
    Base Atk +0; CMB +0; CMD 14
    Feats – Combat Expertise, Weapon Finesse, Dodge, Deceitful
    Traits – Iron Fang Survivor (+2 dodge AC vs goblinoids, 1/day can roll twice and take higher result when using Intimidate, Sense Motive, or Stealth), Trustworthy (+1 on Diplomacy checks, +1 on Bluff checks to fool someone)
    Skills – Stealth +8, Bluff +8, Diplomacy +7, Disable Device +8, Perception +4, Sense Motive +4, Knowledge (Local) +6, Disguise +8, Survival +1, Acrobatics +8, Climb +4
    Background Skills - Craft (Bows) +6, Linguistics +6
    Languages Common, Hallit, Goblin, Undercommon
    SQ Finesse training, sneak attack +1d6, trapfinding

    Combat Gear – Leather Armor(15 lbs, 10 gp), Shortbow (2 lbs, 30 gp), 20 arrows (3 lbs, 1 gp), Shortsword (2 lbs, 10gp), Dagger (1 lbs, 2 gp)
    Other Gear 9 gp, 1 sp; Blanket (3 lbs, 5 sp), and a Basket (4 sp) containing a Bottle of Apple Wine (5 gp), meal of cheese, fruit, bread, and jam (1 gp), some linens (1 gp), a silver bracelet carved with sylphs (20 gp), and a vial of Antitoxin labeled as a love potion (50gp) (6 lbs total)

    Light Load 0-33 lbs Medium Load 34-66 lbs Heavy Load 67-100 lbs
    Total Carried 32 lbs

    Note about Gear:
    In keeping with the theme of only including things they would have at the festival, Theodric has packed a basket to have a picnic with Soria after he has helped his master sell their wares. The silver bracelet is a gift he commissioned for her, brought by one of the merchants visiting town. As for the antitoxin, Theodric's acquaintances Drulia and Kaleb, fed up with how slowly he has progressed his relationship with Soria, acquired the "love potion" from a snake oil salesman visiting the town and slipped it into the basket. I thought this would be a story-appropriate way to include some interesting bits of gear.

    Please let me know what you think. Thank you kindly!


    Dotting.

    I'm almost brand new to PbP, but I have many years of experience with Pathfinder and 3.5e.

    Incidentally, I've always loved games that use systems like Wound and Vigor points, so this sounds like a hoot.

    Time to start crafting a character. Yay!


    Presenting Roga, a Human Sorcerer from the Thunder Steppes who was exiled from his tribe when his Abyssal bloodline was discovered. Seeking a noble death by turning his power against the demons, he has joined the crusaders at Kenabres.

    Stats:
    Roga
    Male Human (Kellid) Sorcerer 1
    CG Medium Humanoid (Human)
    Init +2, Perception +1
    --------------------------
    Defense
    AC 12, Touch 12, Flat-Footed 10
    HP 7/7
    Fort +1, Ref +2, Will +3 (+5 vs Fear)
    --------------------------
    Offense
    Speed 30ft
    Melee: Spear +2 (1d8+2, x2)
    Ranged: Sling +2 (1d4+2, x2), or Spear +2 (1d8+2, x2)
    --------------------------
    Statistics
    Str 14, Dex 15, Con 12, Int 12, Wis 12, Cha 18
    Base Att +0; CMB +2; CMD 12

    Traits: Exposed to Awfulness, Courageous

    Skills: Use Magic Device +9, Knowledge: Planes +5, Knowledge: Arcana + 5, Intimidate +8

    Background Skills: Handle Animal +5, Perform: Oratory +5

    Feats: Eschew Materials, Spell Focus: Conjuration, Augment Summoning

    Special Abilities: Bloodline: Abyssal, Bloodline Arcana: Summoned creatures get DR 1/good, Bloodline Powers: Claws - 7 rds/day

    Spells Known: Acid Splash, Light, Detect Magic, Daze; Summon Monster I, Mage Armor

    Combat Gear: Spear, Sling, 20 Sling Bullets.
    Other Gear: 2gp, 8sp, Cold Weather Outfit, Sorcerer’s Kit, 2 Flasks of Alchemist’s Fire, Acid Flask, Carved Mammoth Ivory Talisman (worth 5gp), tribal paints.

    Background:
    In the Realm of the Mammoth Lords, life does not tolerate weakness. This is particularly true on the vast tundras of the Thunder Steppes. Roga grew to be strong of arm like any proud member of his tribe, but when his magical talents manifested, he was forever haunted by a pall of suspicion among his people. His ability to conjure beasts to aid in hunts won him some amount of tolerance. However, even when the tribe’s shaman took him on as an apprentice, teaching him to recount the stories of their people, Roga found himself increasingly alienated with each passing season.

    It was the raid that finally damned him.

    When he was seventeen winters old, a small host of lesser demons stole onto the Steppes from the Worldwound and attacked his tribe while making camp. The attackers seemed to single out Roga, subduing and kidnapping him during the fray. Led by the shaman, the tribe’s warriors led a counterattack. They drove off the demons and rescued Roga, near death but still alive, albeit covered in ritual wounds.

    Roga recovered slowly, under the care of the shaman, who kept the ever more fearful tribesmen at arm’s length. Eventually the magic-touched youth regained his senses, emerging from weeks of fever and delirium. He tried to rejoin his kin, but the ordeal had revealed a terrible truth - that Roga’s magic stemmed from a demonic taint, if not in his blood then his very soul. Rumors spread of his grandparents who fought against the few waves of demons that spilled westward from the Worldwound; claims of their cowardice or succumbing to wicked temptations were passed along by rivals and other fearful folk. Roga, filled with righteous indignation for his besmirched forebears, attempted to shout down his detractors, calling upon both their ancestral stories and reminders of his own loyalty to the tribe.

    It was all for naught, and even the tribe’s shaman assented to Roga’s exile from the steppes. The final advice he received from his mentor was to seek a brave and noble death, turning the abyssal power within him against the demons themselves in order to sacrificially purge himself of the corruption.

    Roga travelled eastward, skirting the Worldwound along the Sarkora River. Rather than aimlessly plunging into the blighted lands and throwing away his life, Roga knew he must make his death meaningful in showing his defiance of the Abyss. Straying south and passing through Gundrun, he learned from the Sarkorian exiles about the mustering crusaders at Kenabres. He vowed to join their ranks and die while driving back the demons.

    His quest was almost cut short. Not long after arriving in Kenabres, although he passed through the gate inspection, he was noticed by a gang of errant witch hunters. Despite being set upon and beaten, rather than his magic, Roga unleashed a vicious oratory that cowed the crowd into submission and affirmed his quest for redemption. Nevertheless, Roga fears that his time is running short and hopes that he can find his noble death in battle before being lynched in a Kenabren alley.

    Appearance and Mannerisms:
    A cursory glance would identify Roga as a steppe barbarian: a brawny youth with dark hair and steely eyes, clad in furs and leathers, clutching a stout spear. This first impression belies his magic, and Roga secretly thrills every time he catches the surprise and fear in a foe’s eyes when he summons a beast to aid him.

    Roga largely remains quiet and morose, never given over to rowdiness. His eyes are restless, used to a life scanning the tundra horizon for pending dangers. He forces himself to avoid eye contact now that he has reached Mendev, fearful that he would again catch the attention of would-be witch hunters.

    A number of scars criss-cross his body, remnants of brushes with claws and tusks. One particular set of scars, however, seem much more precise and ordered, almost forming a pattern before most minds dismiss the idea as madness. The lines of these scars are painted over with white tattooes. Additionally, Roga keeps a number of Hallit symbols painted over his heart and on his forehead, applied by hand from small clay jars of white and blue paint brought with him from his wild homeland.

    Thank you kindly.


    Greetings, all.

    4d6 ⇒ (1, 1, 3, 3) = 8 = 7
    4d6 ⇒ (4, 2, 1, 6) = 13 = 12
    4d6 ⇒ (5, 2, 2, 5) = 14 = 12
    4d6 ⇒ (6, 2, 6, 2) = 16 = 14
    4d6 ⇒ (3, 5, 1, 2) = 11 = 10
    4d6 ⇒ (6, 2, 6, 3) = 17 = 15
    4d6 ⇒ (5, 2, 1, 5) = 13 = 12
    4d6 ⇒ (6, 3, 5, 5) = 19 = 16

    16, 15, 14, 12, 12, 12

    I'm happy with these. Let's see what sort of character I can craft.


    Here’s my submission for this expedition.

    Stat 1: 4d6 ⇒ (1, 1, 3, 1) = 6
    Stat 2: 4d6 ⇒ (5, 4, 3, 3) = 15
    Stat 3: 4d6 ⇒ (6, 5, 5, 2) = 18
    Stat 4: 4d6 ⇒ (6, 4, 6, 6) = 22
    Stat 5: 4d6 ⇒ (3, 4, 4, 5) = 16
    Stat 6: 4d6 ⇒ (2, 2, 6, 2) = 12
    Alternate: 4d6 ⇒ (5, 2, 6, 6) = 19

    Starting Wealth: 5d6 ⇒ (1, 4, 4, 3, 2) = 14

    Looks like...
    Stats: 13, 16, 18, 13, 10, 17
    Wealth: 175gp (Average for Ranger, since roll was below that)

    Background:
    The son of laborers in Kintargo, Corindus was little more than a boy when he fell prey to a Cheliaxian press gang. The rest of his childhood and the entirety of his adolescence was spent enslaved aboard a ship serving the House of Thrune. Once he was a man, Corindus managed to escape the ship during a storm and, against the odds, swam to shore, reaching Andoran. Nearly dead from exhaustion, he was found by a surveyor, Lyra Heatherly, who took him to Almas for treatment. Corindus struggled for a couple years more to find a place in society. Realizing, bitterly, that the sea was all he knew, he resolved to enlist - of his own accord - with a ship’s crew. However, he could not find an Andoran captain to take him on, owing to both the stigma of the Cheliaxian galley slave brand on his arm and the bouts of anxiety that ships and the sea still occasionally triggered for him. It was not until a chance reunion with his one-time rescuer Lyra, who then put in a good word for him with the Bountiful Venture Company, that Corindus found an opportunity for a new life with the expedition.

    Crunch:
    I was planning on making Corindus a Human Ranger (Skirmisher). He would have the Mark of Slavery drawback representing his traumatic experiences as a press-ganged sailor. His campaign traits would be Healthy (representing how life at sea has toughened him) and Employee (representing his connection with Lyra Heatherly, who secured a position with the expedition for him); additionally, he would have the Reactionary trait, since he’s used to reacting quickly to both the sea’s dangers and his old captain’s wrath. I will write the rest of the crunch details in the alias profile.

    Here’s to a bountiful expedition!